The Divinity Developer Explains Its Use of Machine Learning for Upcoming Divinity

The team behind hit RPGs like Baldur's Gate 3 and Divinity: Original Sin has recently unveiled its next major project, creating a wave of excitement within the player base. However, recent comments from the company's figurehead have brought clarity to the discussion, addressing the developer's stance toward generative artificial intelligence.

Augmenting Workflows, Not Cutting Jobs

In a latest statement, Larian's director detailed that the developer is using machine learning for specific preliminary functions. These include developing PowerPoint slides, creating early-stage artistic references, and writing temporary text.

Crucially, Vincke stressed that the final assets in the game will be created entirely by real artists. "Larian is writing everything in-house," he said.

Larian is actively increasing our team of concept artists and are currently forming dedicated writer rooms.

Given that visual development is being explicitly called out — we presently have 23 visual developers and have job openings for additional artists.

All our efforts we do is additive and designed to letting our team spend more time on making content.

Any ML tool implemented properly is a boost to a developer's routine, never a stand-in for their craft.

Tempering Reactions with Clear Intent

The admission of using AI originally generated unease among portions of the fanbase. In reply, Vincke issued further clarification on online platforms.

"Our team utilizes AI tools to explore references, in the same way we use search engines and reference books," he explained. "During the initial planning process we use it as a simple sketch for composition which we then replace with authentic illustrations."

He added, "Larian brings on creatives for their inherent skill, not for their ability to execute what a algorithm proposes."

Three Pillars of Practical Application

Vincke had in the past broken down the team's targeted approach to AI and ML, categorizing its use into three main areas:

  • Streamlining Repetitive Work: This includes polishing mocap data, audio processing, and Larian-specific work like retargeting animations.
  • Accelerated Iteration: Using technology to speedily create rough models of scenarios to test concepts ahead of full production.
  • Experimental Frontiers: Investigating how AI could one day create emergent gameplay, especially in creating unforeseen permutations in a vast role-playing world.

He specifically stated that central narrative domains — such as visual art — are are absolutely not departments where the team is cutting creative involvement. In fact, Larian is expanding its staff in these very roles.

"We are neither shipping a game with AI-generated content, nor looking at cutting staff to substitute them with AI," Vincke concluded.

Gwendolyn Martin
Gwendolyn Martin

Kaelen Voss is a seasoned esports analyst and gamer, dedicated to sharing strategies and tips for competitive gaming success.